Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Alchemy Reward 1.3.0Adds the Spell/Alchemy tree as a reward from Angolwen for completing the Tempest Peak quest with them, to match the earning of the Fungus tree by Antimagic characters. Derived from the Conveyance Reward addon by Waladil. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tempus Fugit 1.3.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Customized Xorn Race 1.2.5Xorns, four armed creatures of earth.
This is a personalized version of Trea’s Xorn Race mod. It doubles the number of ring/glove slots. It also doubles life gain from constitution. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: Items Vault 1.3.0Donators/Buyers bonus! Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Early Infinite Dungeon 1.3.0Allows you to use the stairs from the Ruined Dungeon to the Infinite Dungeon, even if you haven't completed the campaign. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Steamtech UI 1.1.4 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Xorn |
Class | Adventurer |
Level / Exp | 157 / 22% |
Size | big |
Lifes / Deaths | Killed by Isonor the bee swarm at level 14 on the 10th Flare 122nd year of Ascendancy at 21:03 / 7Killed by Desirlla the thalore at level 17 on the 7th Dusk 122nd year of Ascendancy at 07:13 Killed by Desirlla the thalore at level 17 on the 7th Dusk 122nd year of Ascendancy at 08:43 Killed by Abibamad the thalore at level 17 on the 7th Dusk 122nd year of Ascendancy at 09:33 Killed by Belylrana the black bear at level 21 on the 40th Dusk 122nd year of Ascendancy at 12:15 Killed by Shalice's Inner Demon at level 89 on the 31st Haze 122nd year of Ascendancy at 14:53 Killed by Isalle the fire drake at level 103 on the 46th Haze 122nd year of Ascendancy at 14:10 |
Primary Stats
Strength | 161 (base 100) |
Dexterity | 121 (base 100) |
Constitution | 167 (base 100) |
Magic | 138 (base 100) |
Willpower | 162 (base 100) |
Cunning | 132 (base 100) |
Resources
Hate | 47/100 |
Mana | 1646/1646 |
Psi | 232/232 |
Vim | 785/788 |
Life | 11263/11263 |
Positive | 0/518 |
Stamina | 894/894 |
Equilibrium | 15 |
Healing Factor | 1.4287341363268 |
Regeneration | 557.65396077515 |
Speed
Mental | +27.06388396208% |
Attack | 0% |
Movement | 0% |
Spell | +27.06388396208% |
Global | +210.71588893577% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 4 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Barehand
Damage | 371 |
Accuracy | 103 |
Crit Chance | 131% |
APR | 42 |
Speed | 0.47 |
Offense: Spell
Spellpower | 118.94239455343 |
Crit Chance | 95% |
Speed | 0.78700569258408 |
Offense: Mind
Mindpower | 104.28333333333 |
Crit Chance | 62% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 101.90529631192 (80%) |
Defense | 52.283333333333 |
Ranged Defense | 57.95 |
Fatigue | 10 |
Physical Save | 69.45 |
Spell Save | 63.5 |
Mental Save | 74.475 |
Defense: Resistances
All | + 49%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 73% |
Poison Resistance | 100% |
Blind Resistance | 15% |
Silence Resistance | 62% |
Bleed Resistance | 15% |
Disarm Resistance | 20% |
Pinning Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 94% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 7 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2362% over 17 turns and instantly restoring 118 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1427 life over 8 turns. Its effects scale with your Strength stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 14/5 |
| 0/5 |
| 14/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 8/5 |
Technique / Tireless Combatant | 1.00 |
| 8/5 |
| 1/5 |
| 4/5 |
| 10/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 15/5 |
| 1/5 |
| 15/5 |
Technique / Pugilism | 1.00 |
| 8/5 |
| 8/5 |
| 8/5 |
| 11/5 |
Technique / Magical combat | 1.00 |
| 15/5 |
| 13/5 |
| 12/5 |
| 15/5 |
Corruption / Fearfire | 1.00 |
| 9/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 12/5 |
| 5/5 |
| 14/5 |
| 0/5 |
Cunning / Shadow magic | 1.00 |
| 15/5 |
| 1/5 |
| 15/5 |
| 0/5 |
Technique / Unarmed discipline | 1.00 |
| 11/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.00 |
| 15/5 |
| 8/5 |
| 8/5 |
| 9/5 |
Spell / Stone | 1.00 |
| 15/5 |
| 1/5 |
| 1/5 |
| 15/5 |
Spell / Meta | 1.00 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 12/5 |
| 1/5 |
| 15/5 |
| 7/5 |
Cursed / Cursed form | 1.00 |
| 12/5 |
| 13/5 |
| 13/5 |
| 10/5 |
Technique / Unarmed training | 1.00 |
| 15/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 15/5 |
| 0/5 |
| 0/5 |
Spell / Mana alchemy | 1.00 |
| 11/5 |
| 15/5 |
| 1/5 |
| 13/5 |
Technique / Combat training | 1.00 |
| 15/5 |
| 3/5 |
| 15/5 |
| 12/5 |
| 0/5 |
Race / Xorn | 1.00 |
| 10/5 |
| 1/5 |
| 5/5 |
| 1/3 |
Corruption / Demonic strength | 1.00 |
| 4/5 |
| 1/5 |
| 15/5 |
| 15/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Wild Growth |
talent | Charged Shield |
talent | Shadow Feed |
talent | Abyssal Shield |
talent | Striking Stance |
talent | Essence of Speed |
talent | Kinetic Shield |
talent | Crystalline Focus |
talent | Beyond the Flesh |
beneficial effect | A flow of life spins around the target, regenerating 170.18 life per turn. Regeneration |
beneficial effect | Has a 19% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (2.7 throws remaining) Grappling Defensively |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You delivered messages to several Free Traders and now are considered a member of the Free Trading Organization. Delivery Services(1) delivered. (2) delivered. (3) delivered. (4) delivered. (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 909. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You entered a temporal rift on level 4 of the Daikara and found yourself outside an underground city of dwarves. The Lost City of Vulcus (Daikara, level 4)While exploring the town, it came under siege. With your help, the City of Vulcus repelled the Orcish onslaught. 5 of 6 Dwarven artisans and 8 of 16 Dwarven combatants survived. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 200% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% physical / +30% temporal / +30% light / +30% darkness Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+6 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. Press to compare |
Quiver | 45 alchemist pearl 45 alchemist pearl0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns When used in a prism: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. Press to compare |
Light source | dwarven lantern 'Deepspeal' dwarven lantern 'Deepspeal'Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire / 16 physical Changes stats: +8 Mag / +1 Wil / +4 Cun Changes resistances: +6% darkness / +9% fire Changes resistances penetration: +10% darkness Physical save: +10 (+2 eff.) Mental save: +12 (+3 eff.) Stamina each turn: +0.20 Maximum stamina: +5.00 Spellpower: +17 (+3 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +6 Healing mod.: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | voratun helm 'Zubylle' (0 def, 5 armour) voratun helm 'Zubylle' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 physical Changes stats: +18 Str / +4 Con Changes resistances: +7% arcane Physical save: +9 (+2 eff.) Blindness immunity: +5% Cut immunity: +15% Mindpower: +8 (+1 eff.) Infravision radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2468.1 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Tool | The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. Press to compare |
On fingers | Sepsiskiller the steel ring Sepsiskiller the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% blight Changes damage: +10% blight / +6% nature Mental save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +22.00 Rings can have magical properties. Press to compare |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +15 Mag / +10 Wil / +7 Cun Changes damage: +6% acid Mental save: +15 (+4 eff.) Confusion immunity: +44% Psi when hit: +0.04 Spellpower: +26 (+4 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +7% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Press to compare |
On fingers | Mydig MydigPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +3 Str / +2 Dex / +2 Wil Mental save: +4 (+1 eff.) Silence immunity: +22% Mana each turn: +0.16 Rings can have magical properties. Press to compare |
On fingers | Xeralle the Corruptionwinter Xeralle the CorruptionwinterCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 nature / 8 mind Changes stats: +15 Wil / +6 Con Changes resistances: +20% mind / +3% physical Changes resistances penetration: +5% mind / +10% nature Changes damage: +6% physical / +20% mind / +9% nature Maximum encumbrance: +10 Spell save: +19 (+5 eff.) Mental save: +20 (+5 eff.) Maximum stamina: +41.00 Mindpower: +4 (+1 eff.) Healing mod.: +10% Rings can have magical properties. Press to compare |
Around waist | Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. Press to compare |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. Press to compare |
On feet | Brenakalthoneg the Singewisp (9 def, 5 armour) Brenakalthoneg the Singewisp (9 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Effects on melee hit: * 42% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +4 Mag / +4 Wil Changes damage: +6% fire / +3% temporal Life regen: +5.50 Healing mod.: +30% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 25 turns. A pair of boots made of leather. Press to compare |
On hands | Salobeth the drakeskin leather gloves (8 def, 3 armour) Salobeth the drakeskin leather gloves (8 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +15 Armour: +3 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 40 mind / 40 darkness Changes stats: +5 Str / +15 Dex / +9 Cun Changes resistances: +9% temporal / +6% nature / +9% fire Grants telepathy: Dragon Mental save: -13 (-3 eff.) Pinning immunity: +20% Stun/Freeze immunity: +35% Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 54% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +15 Physical crit. chance: +17.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 10 arcane resource burn It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
On hands | (Forged Item) Gloomserpent (0 def, 3 armour) (Forged Item) Gloomserpent (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical This weapon will act as a psionic focus. Attack speed: -1000% On weapon hit: * 19% chance to disease * 14% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +7 lightning / +15 temporal / +14 nature / +7 acid / +20 blight / +16 mind / +32 insidious poison Burst (radius 1) on hit: +7 fire When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Armour: +3 Changes stats: +1 Dex / +2 Wil / +2 Cun Changes resistances: +6% darkness Changes resistances penetration: +7% physical / +15% light / +10% blight / +7% darkness / +7% mind / +10% arcane Changes damage: +9% darkness / +6% physical Mana each turn: +0.36 Spellpower: +16 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Elemental bolt (10% chance level 5). Damage (Melee): +23 arcane / +4 light Burst (radius 1) on hit: +8 darkness / +16 light It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Cloak | Grinorath the elven-silk cloak (25 def, 10 armour) Grinorath the elven-silk cloak (25 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +25 (+8 eff.) Changes resistances: +1% physical / +25% fire / +21% light / +3% nature Stealth bonus: +14 Physical save: +14 (+4 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +10% Confusion immunity: +10% Only die when reaching: -20.00 life Maximum life: +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | mindweaver's gold amulet of the eclipse mindweaver's gold amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 10% chance to inflict damage reduction * 11% chance to blind Changes stats: +3 Wil Changes damage: +11% light / +11% darkness Mental save: +11 (+3 eff.) Confusion immunity: +19% Mindpower: +10 (+2 eff.) Amulets can have magical properties. Press to compare |
Inventory
regeneration infusion of the wizard (heal 1183 over 8 turns) regeneration infusion of the wizard (heal 1183 over 8 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1183 life over 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
manasurge rune of the titan (1779% regen over 17 turns; 89 instant mana) manasurge rune of the titan (1779% regen over 17 turns; 89 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1779% over 17 turns and instantly restoring 89 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Rune of Reflection (absorb and reflect 1257 for 8 turns) Rune of Reflection (absorb and reflect 1257 for 8 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1257 damage for 8 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (798.00 temporal damage, removed from time 4 turns) Rune of the Rift (798.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Inflicts 1141.14 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Soulstone SoulstonePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% blight / +10% light / +10% darkness Fear immunity: +50% Instant-death immunity: +50% Maximum souls: +3.00 Some of its power lingers, but it is no longer animate. Press to compare |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 458 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. Press to compare |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." Press to compare |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. Press to compare |
Khelydunahir KhelydunahirInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +30% mind / +5% arcane Talent masteries: +0.40 Spell / Disenchantment +0.40 Spell / Divination Physical save: +20 (+5 eff.) Blindness immunity: +15% Confusion immunity: +50% Stun/Freeze immunity: +10% Teleport immunity: +15% Life regen: +3.50 Stamina each turn: +0.20 Maximum life: +70.00 Amulets can have magical properties. Press to compare |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 39.48 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. Press to compare |
Gomina the steel ring Gomina the steel ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +4 Str / +3 Wil / +6 Con Spell save: +11 (+3 eff.) Mental save: +6 (+2 eff.) Mana each turn: +0.12 Maximum stamina: +14.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Rings can have magical properties. Press to compare |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 24.99 cold and 44.23 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
Kevon KevonPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +6 Str / +1 Dex / +6 Con Changes resistances: +12% blight / +28% darkness Changes resistances penetration: +10% physical Changes damage: +12% blight / +14% darkness Maximum encumbrance: +20 Rings can have magical properties. Press to compare |
savage's voratun ring of warding savage's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +21% acid / +29% fire / +29% lightning / +30% cold Spell save: +19 (+5 eff.) Maximum stamina: +34.00 Rings can have magical properties. Press to compare |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+2 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. Press to compare |
Crystalline Ash vilestaff (18.75-22.5 power, 3 apr, blight element) Crystalline Ash vilestaff (18.75-22.5 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. It is part of a set of items. Base power: 18.8 - 22.5 Uses stats: 130% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +3 Con / +3 Wil Changes damage: +15% arcane / +15% blight Talent mastery: +0.20 Spell / Blight Spellpower: +18 (+3 eff.) Spell crit. chance: +2% It can be used to recover the Crystal Focus (destroys this weapon), costing 1 power out of 1/1. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Staff of Destruction (20-24 power, 4 apr, physical element) Staff of Destruction (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 30% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% physical / +20% temporal / +20% darkness / +20% light Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. Press to compare |
elven-wood starstaff 'Glintsweep' (25-30 power, 5 apr, physical element) elven-wood starstaff 'Glintsweep' (25-30 power, 5 apr, physical element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 2) on crit: +4 light When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +5 Con Changes resistances: +3% light Changes damage: +3% fire / +6% light / +25% physical Talent granted: +1 Command Staff Life regen: +0.70 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Light radius: +3 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 237.55 light damage. Staves designed for wielders of magic, by the greats of the art. Press to compare |
steel greatmaul 'Rootrebel' (28-42 power, 2 apr) steel greatmaul 'Rootrebel' (28-42 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +16 nature / +20 temporal Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +9 (+3 eff.) Changes resistances: +3% nature Disarm immunity: +31% Massive two-handed mauls. Press to compare |
elemental stralite greatmaul of crippling (54-81 power, 3 apr) elemental stralite greatmaul of crippling (54-81 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 102% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Changes resistances penetration: +21% acid / +21% fire / +21% lightning / +21% cold Massive two-handed mauls. Press to compare |
Tirakai's Maul (68-88.4 power, 15 apr) Tirakai's Maul (68-88.4 power, 15 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 88.4 Uses stats: 102% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +14.0% Attack speed: 100% Damage conversion: 25% lightning / 25% cold / 25% arcane / 25% fire When wielded/worn: Changes stats: +10 Dex / +10 Mag / +10 Cun / +10 Con Changes resistances: +10% blight Changes resistances penetration: +10% all Changes damage: +10% all Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Lifebinding Emerald: Unique It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Press to compare |
Poxvault the steel longsword (16-22.4 power, 3 apr) Poxvault the steel longsword (16-22.4 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning / +5 darkness / +6 mind Burst (radius 1) on hit: +8 nature Damage against: +5% Living When wielded/worn: Changes resistances: +3% light Changes resistances penetration: +5% nature It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. Press to compare |
Yaruleg (15.5-21.7 power, 3 apr) Yaruleg (15.5-21.7 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +18 insidious poison When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+2 eff.) Cut immunity: +10% Disarm immunity: +22% Pinning immunity: +10% Only die when reaching: -40.00 life Blunt and deadly. Press to compare |
glacial stralite mace of nature (39.5-55.3 power, 5 apr) glacial stralite mace of nature (39.5-55.3 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.5 - 55.3 Uses stats: 90% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +25 ice When wielded/worn: Armour: +12 Changes resistances: +9% all Changes resistances penetration: +13% nature / +13% cold Blunt and deadly. Press to compare |
stralite sceptre (34.5-48.3 power, 5 apr) stralite sceptre (34.5-48.3 power, 5 apr)Requires: - Magic 28 - Constitution 28 3.00 Encumbrance. Type: weapon / sceptre ; tier 4 Base power: 34.5 - 48.3 Uses stats: 30% Wil, 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Spellpower: +12 (+2 eff.) Blunt and deadly. Press to compare |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 57% Wil, 50% Mag, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. Press to compare |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 57% Wil, 50% Mag, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. Press to compare |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 30% Wil, 50% Mag, 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 43.11 to 129.33 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. Press to compare |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... Press to compare |
Rose's Revenge (5 def, 10 armour) Rose's Revenge (5 def, 10 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 15 nature / 15 physical Changes damage: +15% mind / +15% physical Maximum hate: +15.00 Mindpower: +10 (+2 eff.) It can be used to hardens the skin for 6 turns increasing armour by 20 and armour hardiness by 20%, costing 40 power out of 60/60. Painful to wear and painful to attackers, this armour is covered with sharp thorns. The pain helps you focus at least. Press to compare |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. Press to compare |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
Beladin (10 def, 0 armour) Beladin (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Defense: +10 (+3 eff.) Changes stats: +3 Cun / +5 Dex Changes resistances: +5% arcane / +3% blight Changes damage: +9% mind Physical save: +10 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Destala's Scales (10 def, 0 armour) Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. Press to compare |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
Balulatharoddavon the pair of hardened leather boots (2 def, 12 armour) Balulatharoddavon the pair of hardened leather boots (2 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +3% Changes resistances: +3% lightning / +3% fire Infravision radius: +2 A pair of boots made of leather. Press to compare |
Gravity Boots (0 def, 4 armour) Gravity Boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Fatigue: +5% Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Gravity Pinning immunity: -10% Stun/Freeze immunity: +20% Knockback immunity: +20% These boots warp gravity around them, making them exceptionally sturdy. Press to compare |
Malefang (0 def, 2 armour) Malefang (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +11 Armour: +2 Damage (Melee): 11 lightning Changes stats: +7 Cun / +12 Dex Changes resistances: +8% lightning Changes damage: +8% lightning Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Mental save: +9 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +11 Physical crit. chance: +3.0% Attack speed: 167% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). Burst (radius 2) on crit: +10 lightning It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tuledunagas the drakeskin leather gloves (0 def, 3 armour) Tuledunagas the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 19 light Changes stats: +4 Cun / +1 Wil Changes resistances: +15% light / +12% mind Changes damage: +11% light / +9% mind Equilibrium when hit: +0.20 When used to modify unarmed attacks: Base power: 28.5 - 31.4 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% On weapon hit: * 40% chance to gain 10% of a turn * 15% chance to blind Damage (Melee): +4 temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Vitriolic Punch (4 def, 2 armour) Vitriolic Punch (4 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Damage (Melee): 10 acid Changes resistances: +10% acid / +10% nature / +10% lightning Changes damage: +10% acid / +10% nature / +10% lightning When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 133% When this weapon hits: Acid Breath (3% chance level 2). When this weapon hits: Poison Breath (3% chance level 2). When this weapon hits: Lightning Breath (3% chance level 2). Foul smelling gauntlets made from hardened hydra leather. Press to compare |
Silyda (0 def, 8 armour) Silyda (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +8 Armour: +8 Damage (Melee): 8 physical Changes stats: +4 Cun / +8 Dex Changes resistances: +6% blight / +3% light / +3% acid Changes damage: +7% physical Spell save: +20 (+5 eff.) Poison immunity: +10% When used to modify unarmed attacks: Base power: 22.0 - 30.8 Uses stats: 54% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +16 Physical crit. chance: +12.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +8 physical It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. Press to compare |
Morbustide (0 def, 5 armour) Morbustide (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 43% chance to blind Damage when hit (Melee): 8 light / 8 physical Changes stats: +5 Str / +9 Con Changes resistances: +9% acid / +15% cold Changes resistances penetration: +10% acid / +5% nature Changes damage: +9% nature Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2468.1 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. Press to compare |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. Press to compare |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 255.13 fire and 426.01 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. Press to compare |
thaloren voratun helm of strength (+7) (0 def, 5 armour) thaloren voratun helm of strength (+7) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +9 Wil Changes resistances: +13% blight Mental save: +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
16 agate 16 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
14 verdite 14 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage Gems can be sold for money or used in arcane rituals. |
7 tiny geode 7 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used as an alchemist bomb: Additional 10 physical damage Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
14 quartz 14 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Additional 10 bright light damage Gems can be sold for money or used in arcane rituals. |
4 hematite 4 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Life regen 4% of max life Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
3 malachite 3 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
4 carnelian 4 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage Gems can be sold for money or used in arcane rituals. |
4 small geode 4 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 20 bright light damage Gems can be sold for money or used in arcane rituals. |
10 onyx 10 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% When used as an alchemist bomb: Life regen 6% of max life Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli 9 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
11 jade 11 jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
12 garnet 12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
12 geode 12 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used as an alchemist bomb: Additional 30 physical damage Gems can be sold for money or used in arcane rituals. |
16 sugilite 16 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all When used as an alchemist bomb: 35% chance to daze for 3 turns 5% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
14 tiger's eye 14 tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Additional 30 bright light damage Gems can be sold for money or used in arcane rituals. |
6 obsidian 6 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% When used as an alchemist bomb: Life regen 8% of max life Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 40 acid damage Gems can be sold for money or used in arcane rituals. |
15 ruby 15 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used to imbue an object: Combat speed: +8% Casting speed: +8% Mental speed: +8% When used as an alchemist bomb: Additional 75 fire burn damage Gems can be sold for money or used in arcane rituals. |
4 large geode 4 large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used as an alchemist bomb: Additional 40 physical damage Gems can be sold for money or used in arcane rituals. |
9 kunzite 9 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% When used as an alchemist bomb: Mana regain 30 Additional 10 arcane damage Gems can be sold for money or used in arcane rituals. |
12 moonstone 12 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all When used as an alchemist bomb: 40% chance to daze for 3 turns 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: Additional 40 bright light damage Gems can be sold for money or used in arcane rituals. |
9 black pearl 9 black pearl0.00 Encumbrance. Type: gem / black ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / blue ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: Additional 50 acid damage Gems can be sold for money or used in arcane rituals. |
10 bloodstone 10 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used to imbue an object: Combat speed: +10% Casting speed: +10% Mental speed: +10% When used as an alchemist bomb: Additional 90 fire burn damage Gems can be sold for money or used in arcane rituals. |
4 enormous geode 4 enormous geode0.00 Encumbrance. Type: gem / stone ; tier 5 When wielded/worn: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used to imbue an object: Life regen: +2.50 Stamina each turn: +1.00 Mana each turn: +1.00 Psi each turn: +1.00 Healing mod.: +10% When used as an alchemist bomb: Additional 50 physical damage Gems can be sold for money or used in arcane rituals. |
7 tanzanite 7 tanzanite0.00 Encumbrance. Type: gem / violet ; tier 5 When wielded/worn: Changes resistances penetration: +10% all Critical mult.: +10.00% When used to imbue an object: Changes resistances penetration: +10% all Critical mult.: +10.00% When used as an alchemist bomb: Mana regain 30 Additional 20 arcane damage Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all When used as an alchemist bomb: 40% chance to daze for 3 turns 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.00 Encumbrance. Type: gem / yellow ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 50 bright light damage Gems can be sold for money or used in arcane rituals. |
614 alchemist agate 614 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. Press to compare |
570 alchemist aquamarine 570 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% When used in a prism: Prism damage +10% Gems can be sold for money or used in arcane rituals. Press to compare |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Light radius: +5 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
dreamer's alchemist's lamp of corpselight dreamer's alchemist's lamp of corpselightPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% blight / +10% darkness Mental save: +7 (+2 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Mindpower: +7 (+1 eff.) Mental crit. chance: +8% Light radius: +3 Infravision radius: +5 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 61 blight damage or heals 83 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Treasure Map: Bandit Lair Treasure Map: Bandit Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
Treasure Map: Cursed Tomb Treasure Map: Cursed Tomb0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a cursed tomb full of treasures, whose entrance seems to be located at the Last Hope Graveyard. (*USE* it while being inside the Last Hope Graveyard. Warning: This location is very, very deadly. Enemies are level 30 and higher.) |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
Treasure Map: Secret Tunnels Treasure Map: Secret Tunnels0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
Treasure Map: Treasure Room Treasure Map: Treasure Room0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a secret room full of treasures and danger, that seems to be located inside some old hafling ruins. (*USE* it while being inside some old hafling ruins). |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. Press to compare |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 24 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. Press to compare |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 35 power out of 35/35) : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. Press to compare |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 262/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. Press to compare |
The Turtle Lich's Robe (0 def, 0 armour) The Turtle Lich's Robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +16 Con / +12 Mag Changes resistances: +21% all Changes damage: +45% darkness / +35% cold Physical save: +80 (+18 eff.) Spell save: +80 (+19 eff.) It can be used to activate talent Animus Purge (costing 35 power out of 50/50) : Effective talent level: 5.0 Power cost: 35 out of 50/50. Range: 6 Travel Speed: 2000% of base Is: a spell Description: Try to crush the soul of your foe, doing 715.57 darkness damage (that can never kill the target). If the target is left with less than 25% life you try to take control of its body. Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls. Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means. Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created. Bosses, other undeads and summoned creatures can not be turned into husks. The damage and chance will increase with your Spellpower. A pitch-black robe. It smells oddly of a swamp, and was once owned by the first known TurtleLich, Taelzen. Press to compare |
Achievements
By Shalice the Xorn Adventurer level 10
1st Flare 122nd year of Ascendancy at 21:57 see stats
By Shalice the Xorn Adventurer level 123
48th Haze 122nd year of Ascendancy at 12:03 see stats
By Shalice the Xorn Adventurer level 48
57th Dusk 122nd year of Ascendancy at 20:48 see stats
By Shalice the Xorn Adventurer level 152
31st Regrowth 123rd year of Ascendancy at 21:07 see stats
By Shalice the Xorn Adventurer level 56
7th Haze 122nd year of Ascendancy at 09:46 see stats
By Shalice the Xorn Adventurer level 48
44th Dusk 122nd year of Ascendancy at 08:54 see stats
By Shalice the Xorn Adventurer level 10
9th Mirth 122nd year of Ascendancy at 15:45 see stats
By Shalice the Xorn Adventurer level 20
34th Dusk 122nd year of Ascendancy at 15:55 see stats
By Shalice the Xorn Adventurer level 30
41st Dusk 122nd year of Ascendancy at 10:37 see stats
By Shalice the Xorn Adventurer level 40
43rd Dusk 122nd year of Ascendancy at 05:34 see stats
By Shalice the Xorn Adventurer level 50
75th Dusk 122nd year of Ascendancy at 03:58 see stats
By Shalice the Xorn Adventurer level 133
50th Haze 122nd year of Ascendancy at 17:57 see stats
By Shalice the Xorn Adventurer level 142
3rd Allure 123rd year of Ascendancy at 02:51 see stats
By Shalice the Xorn Adventurer level 109
47th Haze 122nd year of Ascendancy at 05:57 see stats
By Shalice the Xorn Adventurer level 84
30th Haze 122nd year of Ascendancy at 02:15 see stats
By Shalice the Xorn Adventurer level 38
42nd Dusk 122nd year of Ascendancy at 14:34 see stats
By Shalice the Xorn Adventurer level 48
51st Dusk 122nd year of Ascendancy at 09:41 see stats
By Shalice the Xorn Adventurer level 101
42nd Haze 122nd year of Ascendancy at 16:17 see stats
By Shalice the Xorn Adventurer level 48
56th Dusk 122nd year of Ascendancy at 00:52 see stats
By Shalice the Xorn Adventurer level 139
74th Haze 122nd year of Ascendancy at 11:19 see stats
By Shalice the Xorn Adventurer level 116
47th Haze 122nd year of Ascendancy at 21:20 see stats
By Shalice the Xorn Adventurer level 17
15th Dusk 122nd year of Ascendancy at 09:19 see stats
By Shalice the Xorn Adventurer level 21
39th Dusk 122nd year of Ascendancy at 03:02 see stats
By Shalice the Xorn Adventurer level 17
6th Dusk 122nd year of Ascendancy at 01:16 see stats
By Shalice the Xorn Adventurer level 133
50th Haze 122nd year of Ascendancy at 18:22 see stats
Log
Shalice stops regenerating health quickly.
Shalice deactivates Essence of Speed.
Shalice deactivates Kinetic Shield.
Shalice deactivates Abyssal Shield.
Shalice deactivates Shadow Feed.
Shalice deactivates Striking Stance.
Shalice deactivates Arcane Feed.
Shalice deactivates Beyond the Flesh.
Shalice deactivates Charged Shield.
Shalice deactivates Wild Growth.
Shalice deactivates Shadow Combat.
Shalice deactivates Crystalline Focus.
Shalice deactivates Arcane Combat.